Across: 1. Institution bred magic creation (9) 6. People of 1 down in union with it (5) 9. Sister, have heart! Ultimately, you want for part of 1 down (7) 10. I give up capturing a large capital of 9 (7) 11. Calamitous passage recalled in Coleridge (4) 12. Big star on luge .. see bet arranged (10) 14. With sea creatures around, always excited (8) 17. Her hymen, essentially spoken for, broken perhaps? (5) 19. Rankin's one is in 9, in a service that doesn't count (5) 20. Gnome set off with a nice rock (8) 22. Tull, Yes, ...fat arrangements with style (10) 24. Nags many about 9 (4) 27. Choose to stick with dance music (rock etc.) (7) 28. Dreamer, I can embrace a new world (7) 29. Most northern 13 bombed later (5) 30.  Last bits of 28 to the North, a cold area ultimately! (6) 2. Profession contributing to harm in erosion (5) 3. Wander over casually (4) 4. Indecisive in righted wrong (9) 5. In the level 1 team? (5) 6. Kick off with untrue Gaia nonsense (10) 7. Unions angry with a wandering fellow from South 28 (9) 8. Superficially trouble the socialist in check (8) 13. Deal for Hamlet (10) 15. Seal plied summer reef, avoiding odd 21 in 1 down (9) 16. Mostly damp, turned tail ... the final disgrace! (9) 18. 6,100 to air grievance with monarch (8) 21. Rough lads in remote locality (6) 23. Wandering in ute, free (5) 25. Ram removed last, left with gazelle (5) 26. Foodstuff's tragic fate (4)


This simulation allows you to explore the parallax behaviour of a relatively nearby object seen against a far-field background.


--- layout: page title: About header-img: "img/about-bg.png" ---
Here is my journey as I embark on this journey to become a software engineer!


We had two assignments:
1- Team assignment where we asked to characterize the laser cutter we have in the lab and make a test parts that vary cutting settings and dimensions
2- Individual assignment in which we should design a parametric press-fit construction kit according to the laser cutter kerf which could be assembled in multiple ways
1.Demonstrate and describe parametric 2D modelling processes.
2.Identify and explain the processes involved in using the laser cutter.
This assignment was very interesting so far as it is the first time we interact with a machine which is the laser cutter.
It is the first time I have ever used such a machine so it was a whole lot of new experience for me.
I will try as much as I can to explain what I have learned so far, all the steps I have done and what issues had appeared when we worked with the machine.
Our mentor Ahmed Mansor explained for us the theoretical concept of how the laser cutter works with the machine we have in the lab. If you don't have any background on how the laser cutter works i think you should watch that Video
Rdworks is a CAM tool with provide a G-code for the laser cutter to operate.
It's not only a CAM tool it has also alot of CAD tools capabilities so that if you want to have some minor changes in the main design on the final sheet you can make those changes.
From the rdworks you can setup your machining settings such as power and speed of cutting.
To get familiar with the rdworks I recommend for you to watch those videos:
Video 1
Video 2
Video 3
As our Team assignment was intended to be that we get familiar with our machine characterization.
Our team worked together to extract all the information we can know about the machine starting from the simple data you can find in the provider website
Provider : Top Laser Egypt
Model: Top 2-1080
Watt: 80- 150 W
Machine Size: 80 X 100
Type: Co₂
Material to use: Wood - Acrylic - leather - Cloths - Paper
Focus: 5mm
Every machine has a focus and this depends on the Lens that collect laser before going on the bed .. in this machine The Lens Focal Point was in 5 mm.
How to know the focus distance?
By sending pulses from different z Levels.
Until you get the smallest burning point then your focus is ready.
Power & Speed:
For engraving :
to understand what is the perfect setting for having different engrave finishing. So we designed a test at which we make a matrix of squares where every square have different power and speed settings.
A speed range of ( 100 - 300 mm/sec).
And power range of ( 20 - 80% ).
And here are the results
we did the same test but we made the mistake of using the same test settings of the previous test.
All squares didn't come out of the sheet so we learned that all of those settings can't be used for cutting.
And we found out that those speeds considered to be very high to cut into the wood.
So we used different power and speed settings of
Speed range ( 10 - 80 mm/sec ).
And same power range.
Here are the results.


<md-checkbox>
provides the same functionality as a native <input type="checkbox">
enhanced with Material Design styling and animations.
The checkbox label is provided as the content to the <md-checkbox>
element. The label can be
positioned before or after the checkbox by setting the labelPosition
property to 'before'
or
'after'
.
If you don't want the label to appear next to the checkbox, you can use
aria-label
or
aria-labelledby
to
specify an appropriate label.
@angular/forms
<md-checkobx>
is compatible with @angular/forms
and supports both FormsModule
and ReactiveFormsModule
.
<md-checkbox>
supports an indeterminate
state, similar to the native <input type="checkbox">
.
While the indeterminate
property of the checkbox is true, it will render as indeterminate
regardless of the checked
value. Any interaction with the checkbox by a user (i.e., clicking) will
remove the indeterminate state.
The color of a <md-checkbox>
can be changed by using the color
property. By default, checkboxes
use the theme's accent color. This can be changed to 'primary'
or 'warn'
.


FreeFeed
γ
Loading...
Looks like you have JavaScript disabled in your browser. Please enable it to enjoy our service.


Alexander Mihalopoulos
NYC | Aspiring Web Developer | Student @ Dev Bootcamp
Home
About Me
Blog
Projects
Contact
Sorry! There's nothing here yet.. Check back soon!


Lecture 28
Qi Wang, Department of Statistics
Oct 29, 2018
Suppose that a continuous random variable, X, has the probability density function (PDF) given below: \[ f_X(x)=\left\{ \begin{array}{ll} c(x^2 + 4x + 4), 0 \le x \le 2\\ 0, otherwise \end{array} \right. \]
The average lifetime of acertain type of light bulb is 500 hours. Assume that if the current light bulb burns out, it will get changed immediately. Please answer the following questions.
A certain component that your company manufactures has a weight that varies evenly from 59 grams to 75 grams. Each of these manufactured components is independent of the others.
Suppose that you have a box containing 50 balls, 35 of which are black. The rest are red.


Created by Mattanja Kern
Source code and some more information can be found at https://github.com/mattanja/firstthingsfirst
{{ 'Current version is v%VERSION%.' | interpolate }}


Actions in Combat
When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.
When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
Attack
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
With this action, you make one melee or ranged attack. See the "Making an Attack" section for the rules that govern attacks.
Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Cast a Spell
Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. See chapter 10 for the rules on spellcasting.
Dash
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Disengage
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
Dodge
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in the appendix) or if your speed drops to 0.
Help
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Hide
When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules in chapter 7 for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later in this chapter.
 To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction.
 Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration (explained in chapter 10). If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
You have until the start of your next turn to use a readied action.
Search
When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
Use an Object
You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.
Improvising an Action
Your character can do things not covered by the actions in this chapter, such as breaking down doors, intimidating enemies, sensing weaknesses in magical defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination and your character's ability scores. See the descriptions of the ability scores in chapter 7 for inspiration as you improvise.
When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Damage and Healing
Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
- Hit Points
- Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.
- Damage Rolls
- Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers. If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.
- Critical Hits
- When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.
Damage Types
Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.
The damage types follow, with examples to help a DM assign a damage type to a new effect.

- Bludgeoning
- Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.
- Cold
- The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.
- Fire
- Red dragons breathe fire, and many spells conjure flames to deal fire damage.
- Force
- Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
- Lightning
- A lightning bolt spell and a blue dragon's breath deal lightning damage.
- Necrotic
- Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul.
- Piercing
- Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.
- Poison
- Venomous stings and the toxic gas of a green dragon's breath deal poison damage.
- Psychic
- Mental abilities such as a mind flayer's psionic blast deal psychic damage.
- Radiant
- Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.
- Slashing
- Swords, axes, and monsters' claws deal slashing damage.
- Thunder
- A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
Damage Resistance and Vulnerability
Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.
If a creature or an object has resistance to a damage type, damage of that type is halved against it.
If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.
Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.
Describing the Effects of Damage
Dungeon Masters describe hit point loss in different ways.
When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half of your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you unconscious.
Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.
Healing
Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.
When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.
A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life.
Dropping to 0 Hit Points
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.
 When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.
- Falling Unconscious
- If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see the appendix). This unconsciousness ends if you regain any hit points.
 Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below).  The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20
When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points
If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.
Monsters and Death
Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.
Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.
Knocking a Creature Out
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Temporary Hit Points
Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.
When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.
Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.
Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.
They can still absorb damage directed at you while you're in that state, but only true healing can save you.
Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.
Making an Attack
Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.
- Choose a target Pick a target within your attack's range: a creature, an object, or a location.
- Determine modifiers The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
- Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.
Attack Rolls
When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.
Modifiers to the Roll
When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.
- Ability Modifier - The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10.

- Rolling 1 or 20 - Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. In addition, the attack is a critical hit, as explained later in this chapter. If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC.
- Unseen Attackers and Targets - Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness. When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly. When a creature can't see you, you have advantage on attack rolls against it.
Ranged Attacks
When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.
Range
You can make ranged attacks only against targets within a specified range.
If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.
Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.
Ranged Attacks in Close Combat
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.
 A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.
Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.
Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.
Opportunity Attacks
In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.
You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.
Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Contests in Combat
Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others.
Grappling
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.
Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple
A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Moving a Grappled Target
When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Shoving a Creature
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.
Mounted Combat
A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.
A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.
Mounting and Dismounting
Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.
If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw.
If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
Controlling a Mount
While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.
You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training.
The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.
An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.
In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.
Movement and Positioning
In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
The "Special Types of Movement" section in chapter 8 gives the particulars for jumping, climbing, and swimming.
Breaking Up Your Movement
You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
Moving between Attacks
If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
Using Different Speeds
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.
For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
Difficult Terrain
Combat rarely takes place in bare rooms or on featureless plains.
Boulder-strewn caverns, briar-choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain.
Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
Being Prone
Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in the appendix.
You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.
To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
Moving around Other Creatures
You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you.
Whether a creature is a friend or an enemy, you can't willingly end your move in its space.
If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter.
Flying Movement
Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.
Creature Size
Each creature takes up a different amount of space.
The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.
| Size | Space |
|---|---|
| Tiny | 2.5 by 2.5 ft. |
| Small | 5 by 5 ft. |
| Medium | 5 by 5 ft. |
| Large | 10 by 10 ft. |
| Huge | 15 by 15 ft. |
| Gargantuan | 20 by 20 ft. or larger |
Space
A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.
A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.
Because larger creatures take up more space, fewer of them can surround a creature.
If five Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.
Squeezing into a Smaller Space
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space.
The Order of Combat
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
Surprise
A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them.
In these situations, one side of the battle gains surprise over the other.
The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.
Initiative
Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.
The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.
If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.
Your Turn
On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed—sometimes called your walking speed—is noted on your character sheet.
The most common actions you can take are described in the "Actions in Combat" section later in this chapter. Many class features and other abilities provide additional options for your action.
The "Movement and Position" section later in this chapter gives the rules for your move.
You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat."
Bonus Actions
Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.
You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.
You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
Other Activity on Your Turn
Your turn can include a variety of flourishes that require neither your action nor your move.
You can communicate however you are able, through brief utterances and gestures, as you take your turn.
You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.
Reactions
Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.
When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.
Interacting with Objects Around You
Here are a few examples of the sorts of thing you can do in tandem with your movement and action:
- draw or sheathe a sword
- open or close a door
- withdraw a potion from your backpack
- pick up a dropped axe
- take a bauble from a table
- remove a ring from your finger
- stuff some food into your mouth
- plant a banner in the ground
- fish a few coins from your belt pouch
- drink all the ale in a flagon
- throw a lever or a switch
- pull a torch from a sconce
- take a book from a shelf you can reach
- extinguish a small flame
- don a mask
- pull the hood of your cloak up and over your head
- put your ear to a door
- kick a small stone
- turn a key in a lock
- tap the floor with a 10-foot pole
- hand an item to another character
Underwater Combat
When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage.


rotten > Library > Biographies > Entertainers > Comic > David Letterman
David Letterman
|
"We've done over 2000 shows.
|
| David
Letterman began his career in broadcasting in Indianapolis, Indiana, working
as a weekend weatherman. In 1975, he moved to Los Angeles and wrote comedy,
appearing on Mary Tyler Moore, The Gong Show, and $20,000 Pyramid.
His stand-up routines alongside Jay Leno led to a 1978 appearance on The
Tonight Show with Johnny Carson, and ultimately Letterman's flagship
broadcast, Late Night with David Letterman.
When Johnny Carson retired in 1991,
Letterman was astonished to learn the career he'd been eyeing his entire
life had been handed over to Jay Leno. To this day, The Tonight Show
and Late Night continue to steal bits from each other, but working
for Late Night is universally heralded as a comedian's dream job,
inspiring an incestuous group of writers and producers who share material
across Conan O'Brien, Craig Kilborn, The Onion, The Simpsons, and
The Daily Show. |
| In one classic bit from 1993, Dave takes a part-time
job at McDonald's and harasses drive-thru customers. |
CUSTOMER:
Hi. Can I have two cheeseburgers and a small order of fries.
LETTERMAN:
You know, ma'am, we're really busy. Can I
ask you to circle the lot once or twice so we can kind of collect ourselves
here? If you don't mind, it would really help us out a lot. We're just
up to our necks here.
CUSTOMER:
Who is this?
LETTERMAN:
None of your business. Just circle the lot and we'll pick you up the next
time, all right? Circle the lot.
The car takes off and circles the lot.  Often people extract what they can from stray
cameos in movies like Chris Elliot's Cabin Boy, where he played
a sarcastic villager who calls Chris Elliot "Jennifer". In films
like Man On The Moon and Private Parts, Letterman prefers
to appear as himself. To this day he remains intensely private, but periodically
leaks information during polite, intimate interviews. He has a fondness
for old British films - actress Myrna Loy in particular - and tales of
unrequited love. The original versions of Goodbye, Mr. Chips
and The Ghost and Mrs. Muir reduce him to tears. Beavis
and Butthead makes him howl with laughter. |
|
He did have
an extended relationship with comedy writer and television producer Merrill
Markoe. But instead of working on the show and returning home at the end
of the day to live some kind of life, they continued working on the show.
This led to friction.
"Every day at work was a fistfight," recalls
Dave. "Every night at home was a fistfight. Figuratively speaking."
Merrill moved all the way to New York for Dave, then later
moved back to California for herself. |
For a short while, Letterman had a drinking problem.
He grew uncomfortable around other people unless he was fall-down drunk.
He smoked pot for six months. Dave remembers one night in particular when
he smoked a joint. He went downstairs and ended up devouring two pints of
Haagen-Dazs ice cream. Then he promptly went to bed. An hour later, he was
awakened by a "startling thump" in his chest, and he genuinely
believed his heart had stopped. The next afternoon at the cardiologist,
he admitted smoking pot, but didn't mention the ice cream.
Dave monitors his weight carefully. When he moved to New
York, he weighed 173 pounds. His sophomore year in college, he weighed 153.
In 1994, he was shocked to learn he weighed 210. He took steps to slenderize,
but it was a difficult process. America watched his appearance change over
the course of many broadcasts. In January of 2000 David Letterman underwent
quintuple bypass surgery, and some say his attitude softened after surgery.
But he continues to appreciate fast cars. He's been awarded numerous speeding
tickets while en route from Connecticut to New York. Howard Stern likes
to give him a hard time about that. |
| STERN
You don't have a driver?
LETTERMAN
No, I don't have a driver.
STERN
That's the whole thing. Dave likes to drive his own car. Dave, look at
me. I want some eye contact.
LETTERMAN
I have to look at you?
STERN
Yeah, you have to look at me.
LETTERMAN
Oh, Howard.
Stern appeared on Late Night in gold,
glittery drag, further reducing the need for intimate eye contact.
|
|
|
Dave's acerbic, potentially explosive interviews
with guests were the precursor to Howard Stern's regular dispatch of Stuttering
John - and it didn't always win him friends. At times the show proceeded
with the pace of an improvisational train wreck.
During a July 1987 appearance, actor/auteur Crispin Glover stumbled on
stage wearing a disturbing wig. Glover clutched a portfolio of eye diseases
and made a half-hearted effort to kick Letterman in the head. |
One of the more remarkable happenings on Late
Night was a guest appearance by actress Drew Barrymore, who wished
Dave a happy birthday by performing an impromptu go-go dance on his desk
and flashing her tits. Dave's stunned response: "I can't thank you
enough for that." |
|
| Margaret
Ray was a Connecticut woman with a long history of mental illness
and a rap sheet dating back to 1988. She wrote Dave a letter every day
for six years. She showered him with flowers, cookies, and empty Jack
Daniels bottles.
"Sometimes three or four letters a day. And you can see,
when she's on medication she makes sense.  When she goes off the medication, you get
reams of scrawl -- literally, scrawl."
Then she began circling in all the regular stalking patterns:
breaking into his home, puttering around in his tool shed and sleeping
in his tennis courts. She stole his Porsche, and when she found herself
unable to pay the $3 toll near the Lincoln Tunnel in New York, she was
arrested. Ray identified herself as Letterman's wife and the mother of
their (nonexistent) child. "I love him and want to spend the rest
of my life with him," she said from jail. She spent 10 months in
prison and 14 months in a mental institution.
"The thing is, she's insane," Letterman told a Connecticut
newspaper in 1992. "And you don't want to do anything to make it
worse than it is."
But
he poked fun at her regularly. Top Ten things to do before switching to
CBS? Send change-of-address forms to that woman who breaks into my
house.
Ray would be arrested seven more times for Letterman-related
antics before shifting the focus of her adoration to retired astronaut
Story Musgrave. She banged on his front door at 5:30 in the morning, and
then went around the house turning on all the water faucets. Weeks later,
Margaret Ray committed suicide by kneeling in front of a train in Colorado.
Letterman's only comment: "This is a sad end to a confused
life."
Besides Margaret Ray, up to fifty other women have been known
to think Letterman speaks directly to them through the blue glow of their
television. Some wait for Dave outside the studio, others at his home.
 Less than a month after Ray's death, Letterman would have a new
stalker: Nellie Ruth Shirley, age 39. She was ordered to stay away.
Hear what Dave had to say about
the World Trade Center attacks.
|
Timeline
| 12 Apr 1947 |
David Letterman born, Broad Ripple, Indianapolis IN. "When David Letterman was born, there was a star in the East: Me." Milton Berle. |
| 1965 |
Graduates Broad Ripple High School. |
| 1969 |
B.A. in Telecommunications, Ball State University. |
| 1969 |
Marries Michelle Cook. |
| 1975 |
Moves to Los Angeles. |
| 1977 |
David and wife Michelle divorce. |
| 1978 |
Becomes a regular guest host on The Tonight Show. |
| 23 Jun 1980 |
Daytime talk show, The David Letterman Show. |
| 1 Feb 1982 |
Late Night with David Letterman, on NBC. |
| 1988 |
Stalker Margaret Ray arrested for driving Dave's Porsche. She claimed to be Mrs. Letterman. |
| 1 Jun 1989 |
Stalker Margaret Ray pleads guilty to breaking and entering Letterman's house. |
| 30 Aug 1993 |
The Late Show with David Letterman, on CBS. |
| 1 Oct 1993 |
A seven minute segment by comedian Bill Hicks is banned in its entirety by CBS censors. But Hicks' name was mentioned at the top of the show, and his material was approved by Letterman's people ahead of time. |
| 1995 |
Hosts the Oscars. |
| 5 Oct 1998 |
Stalker Margaret Ray, age 46 commits suicide by kneeling in front of a train, Hotchkiss, CO. |
| 28 Sep 1998 |
Nellie Ruth Shirley arrested for trespassing on Letterman's estate in New Canaan CT. |
| Jan 2000 |
Undergoes quintuple heart bypass surgery. |
| 18 Sep 2001 |
Letterman is the first of the late night talk show hosts to return to the air after the World Trade Center attacks. Does not deliver opening monologue or top ten list. Sings "America the Beautiful" with Dan Rather and Regis Philbin. |
| 1 Apr 2003 |
Letterman returns from 30 days absence due to Shingles. "Welcome to the program. My name is Dave and I am back from my annual bypass." |
| 12 Sep 2003 |
Letterman announces on the show that his girlfriend, Regina Lasko, is pregnant. "I have an announcement to make and I'll be honest with you.... I'm a little bit nervous. I have some trepidations about this. I feel a little silly because it's one of those things where I thought never in my life this would happen. And here I am, 56, and by all rights it shouldn't be happening. But, there's nothing we can do about it now. And I'm terribly excited about this. I'm scared silly about this. I'm going to be a father."  Iíll be long gone.
|
| 3 Nov 2003 |
Regina Lasko gives birth to Letterman's Son, Harry Joseph Letterman, named for Letterman's father, who died at 57. (Letterman himself is 56 at this time.) 9 pounds, 11 ounces.  says Letterman on his show. |
Dave at Taco Bell
Dave at McDonald's
Pornopolis |
Rotten |
Faces of Death |
Famous Nudes
|


Shooting SpaceX Falcon rockets. This is a sprinkler.js example. Graphics adapted from Lucabon et al. and Duarte.


A table of contents is produced with the \tableofcontents command. You put the command right where you want the table of contents to go; LaTeX does the rest for you. Entries are taken from the Sectioning commands.
\tableofcontents produces a heading, but it does not automatically start a new page. If you want a new page after the table of contents, include a \newpage command after the \tableofcontents command.
See also Table of Contents
Return to LaTeX Table of Contents


Great applications are defined by a great user experience. At Tivix we take UX seriously, combining beautiful design with data-driven research to inform user flow. This approach produces beautiful products that are attractive, functional and intuitive for the end-user.
Our in-house designers have a breadth of experience in designing responsive, functional products that look great on web, mobile and tablet devices.
Design at Tivix is a constant iterative process between our designers and the end-user. By continually including feedback from users and various stakeholders we design products that live up to expectations.


Kurento Tutorial
Source Code
Demo: Video Call with Telehealth
Name
Room
Join As Doctor
Join As Alexa
Register
Console
Mute
Video Off
Leave Room
End Meeting for All


Toilet day
by Norman CruzDepartment of Health and Manila Health Department celebrate World Toilet Day in Amadome Compound, Baseco, Port Area in Manila, with Senator Cynthia Villar (middle), Manila Vice Mayor Honey Lacuna (2nd from left) and officers from UNICEF. The aim of World Toilet Day this year is to practice hand washing properly to avoid polio which infects through fecal or oral transmission.


How to play:
Computer: Use your arrow keys to move the tiles.
Mobile: Move the tiles using your fingers.
When two tiles with the same number touch, they merge into one!
Note: This site is
NOT the official version of 2048. You can play the official one via
http://git.io/2048.
This is a clone of the 2048 game on
Mud9Bot. The original game is created by
Gabriele Cirulli. Based on
1024 by Veewo Studio and conceptually similar to
Threes by Asher Vollmer.
Original Code:
GitHub Page License:
MIT


'Perfect storm of screw-ups' resulted in Epstein's death
by Steve BirdThe death of Jeffrey Epstein in prison was the result of "a perfect storm of screw-ups", America's attorney general has said. William Barr claimed a "series" of mistakes contributed to the paedophile being given the opportunity to take his own life at the New York jail while he was awaiting trial.
Barr said he had personally reviewed security CCTV footage that showed no one entered the area where Epstein was held on the night he died.
"I can understand people who immediately, whose minds went to sort of the worst-case scenario because it was a perfect storm of screw-ups," Barr said.
He added that his concerns were prompted by the numerous irregularities at Manhattan's Metropolitan Correctional Center, where Epstein was held on charges of sexually abusing girls.
Please log in or register with Independent.ie for free access to this article.
New to Independent.ie? Create an account
Barr's comments came as lawyers for Epstein's victims renewed their calls for Prince Andrew, a former friend of Epstein, to speak to US police.
Epstein was placed on suicide watch after he was found on his cell floor with bruises on his neck on July 23 this year. He was taken off suicide watch around a week before his death, but was kept on a heightened watch and required to have a cellmate.
However, his cellmate was transferred to another jail on August 9, a day before Epstein was found hanged.
"I think it was important to have a roommate in there with him and we're looking into why that wasn't done, and I think every indication is that was a screw-up," Barr said. "The systems to ensure that was done were not followed."
Earlier this week, two guards whose duty was to watch over Epstein's jail unit, were charged with sleeping and browsing the internet during their shift on the night the prisoner died.
The FBI and the Justice Department's inspector general are continuing to investigate the death. Conspiracy theories surrounding Epstein's death were fuelled by the possibility his trial would see prominent figures give evidence.
©Telegraph


Enumeration¶
The library supports the enumeration to be a class property in fetching, inserting and modifying the data from the database.
As String¶
This is the default mapping, the value of enum is being saved as String in the database.
1 2 3 4 5 6 | CREATE TABLE [dbo].[Customer]
(
[Id] BIGINT IDENTITY(1, 1) PRIMARY
, [Name] NVARCHAR(128) NOT NULL
, [Gender] NVARCHAR(8)
);
|
1 2 3 4 5 | public enum Gender
{
Male,
Female
}
|
1 2 3 4 5 6 7 | [Map("[dbo].[Customer]")]
public class Customer
{
public long Id { get; set; }
public string Name { get; set; }
public Gender Gender { get; set; }
}
|
When the operations of like Query, Insert, Merge, Update is being invoked, the behavior of the Gender property will be passed as Male or Female in the database.
As Numeric¶
The value of enum is being saved as a Targetted-Typed in the database.
1 2 3 4 5 6 | CREATE TABLE [dbo].[Customer]
(
[Id] BIGINT IDENTITY(1, 1) PRIMARY
, [Name] NVARCHAR(128) NOT NULL
, [Gender] INT /* SMALLINT, BIGINT, BIT */
);
|
1 2 3 4 5 | public enum Gender
{
Male = 1,
Female = 2
}
|
1 2 3 4 5 6 7 | [Map("[dbo].[Customer]")]
public class Customer
{
public long Id { get; set; }
public string Name { get; set; }
public Gender Gender { get; set; }
}
|
When the operations of like Query, Insert, Merge, Update is being invoked, the behavior of the Gender property will be passed as 1 for Male or 2 for Female in the database.
Property Mapping¶
This feature enables the library to force save the Enum on the desired database type, by targetting the specific class properties.
1 2 3 4 5 6 | CREATE TABLE [dbo].[Customer]
(
[Id] BIGINT IDENTITY(1, 1) PRIMARY
, [Name] NVARCHAR(128) NOT NULL
, [Gender] NVARCHAR(16)
);
|
1 2 3 4 5 | public enum Gender
{
Male = 1,
Female = 2
}
|
Below is the code to force the Gender enumeration to be saved as INT in the database, even the Gender column is on NVARCHAR(16) data type.
1 2 3 4 5 6 7 8 | [Map("[dbo].[Customer]")]
public class Customer
{
public long Id { get; set; }
public string Name { get; set; }
[TypeMap(DbType.Int32)]
public Gender Gender { get; set; }
}
|
Note: Enum will only succeed if it is convertible to the target database type.
Enum Mapping¶
This feature enables the library to force save the Enum on the desired database type, by targetting the type of the Enum.
1 2 3 4 5 6 | CREATE TABLE [dbo].[Customer]
(
[Id] BIGINT IDENTITY(1, 1) PRIMARY
, [Name] NVARCHAR(128) NOT NULL
, [Gender] NVARCHAR(16)
);
|
1 2 3 4 5 | public enum Gender
{
Male = 1,
Female = 2
}
|
To save the enum Gender as INT, the type level mapping must be called.
1 | TypeMapper.Map(typeof(Gender), DbType.Int32);
|
1 2 3 4 5 6 7 | [Map("[dbo].[Customer]")]
public class Customer
{
public long Id { get; set; }
public string Name { get; set; }
public Gender Gender { get; set; }
}
|
Note: Enum will only succeed if it is convertible to the target database type.
Unmapped Behaviors¶
Below are the list of unmapped behaviors.
Database string values are not a part of the Enum
- The operation Query will not find the desired record from the database if the Enum is used as an expression.
- The operation Query will fail if there are rows returned from the database; the value is not convertible.
- The operation Insert, Merge, Update will succeed and will passed the Enum value instead; database record is not intact.
Database numeric values are not a part of the Enum
- The operation Query will not find the desired record from the database if the Enum is used as an expression.
- The operation Query will succeed if there are rows returned from the database; the value is not intact to Enum.
- The operation Insert, Merge, Update will succeed will always be succeeded.


What's that word, the one for when people unite to achieve a single goal and spend effort, time, energy, creativity, nous, emotion, money, business cunning and sweat on some grand endeavour?
The closest I've got is "industry". It's a shame the word doesn't carry a sense of wonder and verve with it.
http://www.onelook.com/reverse-dictionary.shtml
The nearest I could find was 'confraternity'
The only thing I can think of that covers all those qualities is the building of the pyramids, how about pyramidise?
perhaps this is helpful?
Mission is OK, but doesn't have the grit I want.
Maybe I'm just going to have to actually say what I mean, rather than finding a pre-made word for it.
Or were you after the verb?


|
srv/controllers/article.ts
|
class
|
ArticleCtrl
|
0 %
(0/9)
|
|
srv/controllers/base.ts
|
class
|
BaseCtrl
|
0 %
(0/8)
|
|
srv/controllers/category.ts
|
class
|
CategoryCtrl
|
0 %
(0/9)
|
|
srv/controllers/contact.ts
|
class
|
ContactCtrl
|
0 %
(0/10)
|
|
srv/controllers/contact.ts
|
variable
|
transporter
|
0 %
(0/1)
|
|
srv/controllers/media.ts
|
class
|
MediaCtrl
|
0 %
(0/11)
|
|
srv/controllers/media.ts
|
variable
|
uploadsDir
|
0 %
(0/1)
|
|
srv/controllers/task.ts
|
class
|
TaskCtrl
|
0 %
(0/9)
|
|
srv/controllers/user.ts
|
class
|
UserCtrl
|
0 %
(0/11)
|
|
srv/index.ts
|
variable
|
app
|
0 %
(0/1)
|
|
srv/index.ts
|
variable
|
defaultSwagger
|
100 %
(1/1)
|
|
srv/index.ts
|
variable
|
mongodbURI
|
0 %
(0/1)
|
|
srv/index.ts
|
variable
|
uploadsDir
|
0 %
(0/1)
|
|
srv/models/article.ts
|
variable
|
Article
|
0 %
(0/1)
|
|
srv/models/article.ts
|
variable
|
articleSchema
|
0 %
(0/1)
|
|
srv/models/article.ts
|
variable
|
autoPopulateLead
|
0 %
(0/1)
|
|
srv/models/article.ts
|
variable
|
Schema
|
0 %
(0/1)
|
|
srv/models/category.ts
|
variable
|
autoPopulateLead
|
0 %
(0/1)
|
|
srv/models/category.ts
|
variable
|
Category
|
0 %
(0/1)
|
|
srv/models/category.ts
|
variable
|
categorySchema
|
0 %
(0/1)
|
|
srv/models/category.ts
|
variable
|
Schema
|
0 %
(0/1)
|
|
srv/models/contact.ts
|
variable
|
Contact
|
0 %
(0/1)
|
|
srv/models/contact.ts
|
variable
|
contactSchema
|
0 %
(0/1)
|
|
srv/models/contact.ts
|
variable
|
Schema
|
0 %
(0/1)
|
|
srv/models/media.ts
|
variable
|
autoPopulateLead
|
0 %
(0/1)
|
|
srv/models/media.ts
|
variable
|
Media
|
0 %
(0/1)
|
|
srv/models/media.ts
|
variable
|
mediaSchema
|
0 %
(0/1)
|
|
srv/models/media.ts
|
variable
|
Schema
|
0 %
(0/1)
|
|
srv/models/task.ts
|
variable
|
autoPopulateLead
|
0 %
(0/1)
|
|
srv/models/task.ts
|
variable
|
Schema
|
0 %
(0/1)
|
|
srv/models/task.ts
|
variable
|
Task
|
0 %
(0/1)
|
|
srv/models/task.ts
|
variable
|
taskSchema
|
0 %
(0/1)
|
|
srv/models/user.ts
|
variable
|
User
|
0 %
(0/1)
|
|
srv/models/user.ts
|
variable
|
userSchema
|
0 %
(0/1)
|
|
srv/router/router.ts
|
function
|
setRoutes
|
0 %
(0/1)
|
|
srv/router/router.ts
|
variable
|
storage
|
0 %
(0/1)
|
|
srv/router/router.ts
|
variable
|
upload
|
0 %
(0/1)
|
|
srv/router/router.ts
|
variable
|
uploadsDir
|
0 %
(0/1)
|


CS140 Midterm Exam -- October 11, 2005
Files
Grade Histograms
Histograms of all questions
Question Tukey Plots
(This is a Tukey Plot, which has lines to the max and min, yellow box denoting
the 1st and 3rd quartiles, hash marks at the median, and dot at the mean).
Comments
- A+: 35 and above
- A: 30 to 35
- B+: 27 to 30
- B: 23 to 27
- C+: 21 to 23
- C: 17 to 21
- D: 12 to 17
- F: Below 12


I am passionate about back-end development and the technologies involved in the process of creating functional and efficient applications.
Also, I have an interest in the design of websites and the frameworks used in creating a delightful user experience.


// TODO use voluptuous to check field validity
settings = copy.deepcopy(settings)
settings["type"] = "timeseries"
self._settings = settings
self.name = settings.get("name")
self._settings = settings
name -- model settings
self.validate(settings)
settings = copy.deepcopy(settings)
self._settings = settings
self.name = settings.get("name")


Benchmarking JTA performance
Context
JTA Transactions are an important aspect of enterprise Java applications. Datagrid providers support transactions in various forms, even though there is a tendency to support standard JTA based transactions.
RadarGun supports benchmarking interactions with a data grid when used in a JTA transactional environment.
Plugin support
In order to be able to benchmark, the CacheWrapper
's startTransaction()
and endTransaction()
methods need to be implemented by plugin providers.
CacheWrapper.startTransaction()
This method starts a transaction on the node. All the put
, get
and empty
operations invoked after this method returns will take place within the scope of the transaction started. The transaction will be completed by invoking endTransaction()
.
CacheWrapper.endTransaction()
Called in conjunction with startTransaction()
in order to complete a transaction by either committing or rolling it back. A boolean flag is passed into this method, true
if the transaction is to be committed, false
if it is to be aborted.
Configuring the Stress test to use transactions
In order to execute the operations within a transaction, the following attributes of the Stress Test are relevant: useTransactions
, transactionSize
and commitTransactions
. These are fully described in the Stress Test guide.
If the transactionSize is 1 (default) then a transaction will be created and committed for each operation. You might also want to tune the writePercentage
attribute, e.g. by setting it to 100 in order to only measure transactional writes.
Plugin specific configurations
The infinispan5
plugin supports a transaction attribute: enlistExtraXAResource
. E.g.
<products>
<infinispan5>
...
<config file="dist-tx.xml" cache="xaNoRecovery" name="xa-no-recovery-1pc-off" enlistExtraXAResource="true"/>
...
</infinispan5>
</products>
When this is configured, the InfinispanWrapper
registers an additional XAResource whenever it starts a new transaction. This is for enforcing the TransactionManager
to always write the transaction log to the disk, in order to avoid a last-resource-commit optimization that some transaction managers do.


The associated shiny app is available here: https://williamcooper.shinyapps.io/VarSpec. By default, that application displays the code used, either at the right side of the display or below it, and the location can be changed by an action button with that display. The shiny app and the LyX code for this memo are available at https://github.com/WilliamCooper/ShinyApps/VarSpec.
The calculation reported here used R (R Core Team [2016]), with RStudio (RStudio [2009]), the knitr (Xie [2013, 2014]) package, and the shiny application package (Chang et al. [2017]). The Welch method of segmentation used the bspec package (Roever et al. [2011]). The spectrum()” function is part of core R as cited above and was used to generate many of the variance spectra. Data files in netCDF format have been read and written using the R package “ncdf4”; cf. Pierce [2015]. Substantial use also was made of the ggplot2 package (Wickham [2009]) for R. The R package “Ranadu” [http://github.com/WilliamCooper/Ranadu] was used extensively. The hourly surface observations are from this source: National Climatic Data Center/NESDIS/NOAA/U.S. Department of Commerce. 1983. NCDC TD14 and TD3280 U.S. Surface Airway Hourly Observations, 1938(1948)-2005. Research Data Archive at the National Center for Atmospheric Research, Computational and Information Systems Laboratory. http://rda.ucar.edu/datasets/ds470.0/. Accessed 17 Nov 2017. Additional information regarding the generation of variance spectra and especially the associated uncertainties was obtained from Childers [1978].
Winston Chang, Joe Cheng, JJ Allaire, Yihui Xie, and Jonathan McPherson. shiny: Web Application Framework for R, 2017. URL https://CRAN.R-project.org/package=shiny. R package version 1.0.3.
D.G. Childers. Modern spectrum analysis. IEEE Press selected reprint series. IEEE Press : sole worldwide distributor (exclusive of IEEE), Wiley, 1978. URL https://books.google.com/books?id=bZFRAAAAMAAJ.
David Pierce. ncdf4: Interface to Unidata netCDF (Version 4 or Earlier) Format Data Files, 2015. URL https://CRAN.R-project.org/package=ncdf4. R package version 1.15.
R Core Team. R: A language and environment for statistical computing. R Foundation for Statistical Computing, Vienna, Austria, 2016. URL http://www.R-project.org.
Christian Roever, Renate Meyer, and Nelson Christensen. Modelling coloured residual noise in gravitational-wave signal processing. Classical and Quantum Gravity, 28(1):015010, 2011. See also arXiv preprint 0804.3853, URL http://arxiv.org/abs/0804.3853.
RStudio. RStudio: Integrated development environment for R (Version 0.98.879), 2009. URL http://www.rstudio.org.
H. Wickham. ggplot2: elegant graphics for data analysis. Springer New York, 2009. ISBN 978-0-387-98140-6. URL http://had.co.nz/ggplot2/book.
Y. Xie. Dynamic Documents with R and knitr. Chapman and Hall/CRC, Boca Raton, Florida, 2013. URL http://yihui.name/knitr/. ISBN<PHONE_NUMBER>530.
Y. Xie. knitr: A general-purpose package for dynamic report generation in R, 2014. URL http://yihui.name/knitr/. R package version 1.6.


@(form: Form[Organization], org : Organization, mc_syncs : List [ MailchimpSync ], mc_lists : Map [ String, com.ecwid.mailchimp.method.v2_0.lists.ListMethodResult.Data ]) @main("Mailchimp Settings", "settings") {
To connect your MailChimp account, go to your account page, then select "API keys" from the extras menu. Click on the "Create A Key" button, then copy and paste the key into the text field below. @helper.form(routes.CRM.saveMailchimpSettings()) {
MailChimp API key:
Send confirmation of updates to this email:
} @if( !org.mailchimp_api_key.equals("") && mc_lists.size() == 0 ) {
The current MailChimp API key is invalid, or belongs to an account that has no active lists. }
Whenever a person's email address is changed in this database, the change will be propagated to any of the @mc_lists.size() MailChimp lists that the person is subscribed to. }


Things not present in the Dungeon of the Beast adventure.
Metal ships let you safely travel across lava. They are entered and exited like the wooden ship and the flying ship.
This is a floor tile (tile 56) which teleports you (one-way) to another room. Stepping on it, the game exlaims "You are teleported !"
Each room specifies the destination of the teleport with the OddDesignRoom
byte near the end of the RoomData
record.
These are tiles which the player can step on and (E)nter. Doing so will teleport the player to a room based off the first byte in the RoomData
.
This is glitchy. The player is not teleported anywhere inside the room so trying to move will have bad results. This can be undone by using the (!) command to go back to the start room.
This is like the chest tile except it doesn't have a transparency and trying to interact yields "The chest was an illusion !" (at which point the chest vanishes).
Looks like a normal wall but can be attacked. Doing so turns it into "a soft piece of wall".
A searchable tile, like the old body and old bones.
A pushable object that is indistinguishable from the normal floor tile. It actually uses that specific floor tile beacuse moving it on top of a variant (e.g. with vegetation) causes a change, so it's not totally invisibie. Otherwise works like the normal movable block.
A solid block that disappears when attacked. Otherwise, does nothing?
Can be stepped on. Otherwise, does nothing?


To use this feature, select Maintain | Poison Rod Type Add/Delete. A default poison rod type of G for gadolinium is provided with INCC when it is installed.
To add a new poison type, select “Add poison rod type” from the dialog box, and then a dialog box will be displayed for you to type in the new poison rod type (maximum of one character) and its poison absorption factor (default is .647) which will be placed in the poison rod type list. There is a maximum of 10 poison types.
The default poison absorption factor for each rod type may be overridden for select Detector, Material Type and Thermal Code settings in Collar Calibration parameters. See the description in the Collar Calibration section.
To delete a poison rod type, select “Delete poison rod type” from the dialog box, and then a dialog box will be displayed for you to select the poison rod type to be deleted from a drop down list.


Bundlers like Webpack combine all of the modules into one file.
To avoid ending up with a large bundle (= long loading time) can create multiple bundles that can be dynamically loaded at runtime.
You can “lazy-load” just the things that are currently needed by the user.
Before:
const PokeQuiz = import('../../pages/pokeQuiz/PokeQuiz');
After:
const PokeQuiz = lazy(() => import('../../pages/pokeQuiz/PokeQuiz'));
While the bundle is loading we need to render something. This is where Suspense comes in.
<Route exact path={ROUTES.QUIZ}>
<Suspense fallback={
Loading...
}>
<PokeQuiz />
</Suspense>
</Route>
This can be toggled using the React Dev Tools
React.lazy and Suspense are not yet available for server-side rendering. If this is a requirement you can use Loadable Components
React.lazy currently only supports default exports. You can create an intermediate module that reexports it as the default. This way tree shaking keeps working
const PokeQuiz = lazy(() => Promise.reject());
A quick note on class Components
Lets check out what the React Docs say about this: Error Boundaries
This renders the error boundary component
const PokeQuiz = lazy(() => Promise.reject());
This renders the fallback component of the suspense boundary
const PokeQuiz = lazy(
() =>
new Promise(resolve =>
setTimeout(resolve, 1000),
),
);
This renders the actual component
const PokeQuiz = lazy(
() =>
new Promise<{default: FC}>(resolve =>
setTimeout(
() => resolve({ default: () =>
Poke Quiz
 }),
1000
),
),
);


 But I can't give you this case, it don't belong to me.
I can do that
Your bones don't break, mine do. That's clear. Your cells react to bacteria and viruses differently than mine. You don't get sick, I do. That's also clear. But for some reason, you and I react the exact same way to water. We swallow it too fast, we choke. We get some in our lungs, we drown. However unreal it may seem, we are connected, you and I. We're on the same curve, just on opposite ends.
I gotta piss
You think water moves fast? You should see ice. It moves like it has a mind. Like it knows it killed the world once and got a taste for murder. After the avalanche, it took us a week to climb out. Now, I don't know exactly when we turned on each other, but I know that seven of us survived the slide... and only five made it out. Now we took an oath, that I'm breaking now. We said we'd say it was the snow that killed the other two, but it wasn't. Nature is lethal but it doesn't hold a candle to man.


Asprilla says hitman wanted to kill Paraguay's Chilavert
Former Colombia striker Faustino Asprilla has said he had to convince a hitman not to kill Paraguayan goalkeeper Jose Luis Chilavert after the two clashed in a World Cup qualifying match in 1997.
REUTERS: Former Colombia striker Faustino Asprilla has said he had to convince a hitman not to kill Paraguayan goalkeeper Jose Luis Chilavert after the two clashed in a World Cup qualifying match in 1997.
In a documentary broadcast on Colombian television channel TelePacifico on Tuesday, Asprilla said the gunman called his hotel room after both he and Chilavert were sent off in a qualifier in Asuncion, which Paraguay won 2-1.
The gunman, who was himself killed in a drug-related shootout in 2004, asked Asprilla for permission to kill Chilavert but the Colombian refused.
"What? Are you crazy?" Asprilla said of his response. "You’ll destroy Colombian football, you can’t do that. No, no, no, no. What happens on the pitch stays on the pitch."
Former Parma and Newcastle player Asprilla, who turned 50 last weekend, was one of the top names in Colombian football in the 1990s and is well-known in his homeland for his colourful life both during his career and in retirement.
The incident underlines the violence in Colombia, and the once-strong links between football and the country's powerful drug traffickers such as Pablo Escobar, who was a huge soccer fan and invested in the game, in the 1990s.
In one of the darkest chapters of football history, Colombian defender Andres Escobar was shot dead outside a bar in Medellin in 1994 in apparent retribution for an own goal he scored days earlier that hastened their exit from the World Cup in the United States.
(Reporting by Andrew Downie in London; Editing by Peter Rutherford)


The following are questions concerning the javascript and more . You are given a question and each question has 3 options "A" , "B","C"
your marks will be awarded to you as soon as you submit
All the best!!
N/B:YOUR RESULTS WILL BE CONVERTED INTO PERCENTAGE (%)
N/B: IF ANY STUDENT GETS BELOW 50% HE / SHE IS SUPPOSED TO RETAKE THE EXAM AGAIN !!!


Also see our publications by topic and by author.
Copyright notice: This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder.
(This webpage was created with bibtex2web.)
Program Analysis Group


{% extends "global/Page.html" %} {% load otree %} {% block title %}Your Decision{% endblock %} {% block content %}
Congrats! You are Participant 1.


Available Actions
Save ()
saves the task list.
New Subtask... ()
creates a new subtask of the selected task and opens a dialog to edit
the task.
New Task List...
creates a new task list in the file system.
Display Tasks as List / Display Tasks as Tree
switches representation of the task list. Normally tasks are presented
in a tree where tasks are grouped by categories. "Display Tasks as
List" shows only tasks that are not groups in a simple table.
Start ()
starts the task. The small icon ()
marks the
task that you are currently working on. Started task will remain
started after a NetBeans restart. The owner of a started task will be
set to the name of the current user if it was empty.
Pause ()
stops the task if it is currently running.
Show Task
shows a dialog where the task's properties could be edited.
Go To Source ()
shows the file associated with this task in the editor.
Cut, Copy, Paste, Delete
These work just the way you would expect it. Select a tasks. Then use
the toolbar - or context
menu or keyboard shortcut - actions to invoke cut,
copy, paste or delete.
Paste at Top Level
Pastes the content of the clipboard at the topmost level in the task list independent of the current selection.
Move Up ()/Move
Down ()
move the selected task up or down.
Unindent/Indent
move the selected task left or right (changes nesting).
Import
You can import certain types
of data
into the task list
as well. Currently only iCalendar and xCalendar files
are supported.
Export
You can create an HTML or XML
version
of your task list.
Search/Filter... ()
shows a dialog where
filters could be
defined.
Remove Filter ()
removes the currently active filter.
Purge Completed
when you've marked tasks complete (by either selecting "True" for
the "Done" property, or "100%" for the "Percent Complete" property)
you can get rid of the tasks by using the "Purge Completed"
action.
Clear Percent Complete
clears the completion status by all subtasks of the currently selected
task. This action is very useful for working with checklists.
Schedule
schedules all undone tasks in the current task list.
Expand All/Collapse All
You can quickly expand/collapse all the tasks shown in a tasklist
by selecting the "Expand/Collapse All" context menu item.
Export/Import
exports the whole task list or imports data from an external file.
Properties
shows a window with tasks properties.
Comments & requests to<EMAIL_ADDRESS>.
Further information at http://tasklist.netbeans.org
.


I think its important to realise that sometimes your Goals are things that take alot more time than you realise . I had to move past that idea and see that some of the things i wanted to achieve for my website
I Didnt Really meditate but i imagined i was using what they had told me.I think it's really nice to see the Scientific Process and forwarding one that focus' better on yourself as a whole.
I guess the Nature of Meditation and the different aspects or ways you can manipulate it to increase your focus to further benefit study or work habits
I Didnt midn the idea of active meditation and takign a few minute's to lie down per day which as i mentioned a while back reminded me of relaxing and reading a book a few moments before class to unwind. It helps keep your level of focus ..or well maintain it at least
I really have to take into consideration to try meditationn a bit more , i seem to find myself only trying it when im told to in my assignments. it isnt something i would do on a regular basis..  It can be as simple as going for a drive to somewhere you like most and staring down a sunset for example and using the time to clear your mind.


Gerrymandering in the United States
We are a group of skilled individuals.
Project Manager
Email<EMAIL_ADDRESS>UI Designer
Email<EMAIL_ADDRESS>Lead Programmer
Email<EMAIL_ADDRESS>Database Manager
Email: johnson.lu@stonybrook.edu


The customer would probably leave the service from the organization
The customer would not leave the service from the organization


Reference
Return methods
Philter will apply each filter and return the required scalar type by calling the to*() methods, call one of these methods after you have specified your filters:
toString()
"123.456" = philter(123.456)->toString();
toInt()
123 = philter("123.456")->toInt();
toFloat()
123.456 === philter("123.456")->toFloat();
toFloat()
also accepts a decimal precision:
123.46 === philter("123.456789")->toFloat(2);
toBool()
true === philter("1")->toBool();
Reusing filters
The input is never modified so it is possible to reuse filters, add new filters and return different types:
$filter = philter("1")->digits();
"1" === $filter->numeric()->toString();
true === $filter->toBool();
Returning a default value
If the input does not pass through a filter, a null value will be returned to the to*() method. Use the default()
method to specify a default value to return;
50 = philter("abc")->digits()->default(50)->toInt();
String filters
The following filters accept any string or numeric input.
allow()
Removes any characters that are not in the allow list, pass the allowed characters as a regex:
"abccc" = philter("abcccdef")->allow("a-c")->toString();
ascii()
Replaces any non ASCII characters with a non accented approximation:
"creme brulee" = philter("crème brûlée")->ascii()->toString();
alpha()
Removes any non alphabetical characters:
"abc" = philter("abc 123")->alpha()->toString();
Pass in additional allowed characters as the first argument:
"abc 2" = philter("abc 123")->alpha("2\s")->toString();
alphanum()
Removes any non alpha-numeric characters:
"abc123" = philter("abc-123")->alphanum()->toString();
Pass in additional allowed characters as the first argument:
"abc-123" = philter("abc-1,2,3")->alpha("-")->toString();
contains()
Checks that the variable contains the string in \$match:
"This will pass" = philter("This will pass")->contains("this")->toString();
By default this is not case sensitive, pass a Boolean true to match case:
null = philter("This will not pass")->contains("this", true)->toString();
cut()
Shortens the length to \$len characters
$str = "This string is probably too long to be a title and will probably break the designers page layout";
"This string is" = philter($str)->cut(15)->trim()->toString();
digits()
A stricter version of numeric, this removes any non numeric characters allowing only 0-9 and decimal point:
123 = philter("abc-123.456")->digits()->toInt();
123.456 = philter("abc-123.456")->digits()->toFloat();
"123.456" = philter("abc-123.456")->digits()->toString();
Pass in additional allowed characters as the first argument:
"+15556677" = philter("+1 555 6677")->digits("+\s")->toString();
in()
Ensures the input matches a value contained in the array:
"date" = philter("date")->in(["id","date","status"])->toString();
By default this is not case sensitive, pass a Boolean true to match case:
null = philter("date")->in(["Id","Date","Status"], true)->toString();
Use default()
to return a default value if not matched:
"date" = philter("price")->in(["id","date","status"])->default("date")->toString();
numeric()
Removes any non numeric characters allowing common number markup such as + or - decimal points, commas, brackets and spaces:
"+(1) 555 4567" = philter("+(1) 555 4567")->numeric()->toString();
Pass in additional allowed characters as the first argument:
"+(1) 555-4567" = philter("+1 555-6677")->numeric("-")->toString();
trim()
See also ltrim()
and rtrim()
Trims the leading and trailing characters from the variable:
"abcdef" = philter(" abcdef ")->trim()->toString();
Pass in the character to trim as the first argument:
"abcdef" = philter("/abcdef/")->trim("/")->toString();
utf8()
Converts the input into valid UTF-8 transliterating any invalid characters:
"abcdéf" = philter("abcdéf")->uft8()->toString();
Optionally ignore any invalid characters, these will be removed:
"abcdéf" = philter("abcdéf")->uft8($ignore=true)->toString();
Numeric filters
The following filters expect the input to be numeric.
between()
Ensures the input is a value between \$min and \$max
45 = philter("45")->between(1, 100)->toInt();
min()
Ensures the input is no less than the value of \$min
15 = philter("15")->min(10)->toInt();
max()
Ensures the input is no greater than the value of \$max
95 = philter("95")->max(100)->toInt();
HTML filters
The following filters handle HTML filtering.
stripHtml()
Removes all HTML:
"Hello world!" = philter("
Hello world!
")->stripHtml()->toString();
stripTags()
Removes the majority of HTML tags and javascript leaving the basic tags:
"
Hello world!
" = philter("
Hello world!
")->stripHtml()->toString();
stripAttributes()
Removes all attributes from HTML tags:
"
Hello world!
" = philter("
Hello world!
")->stripAttributes()->toString();


Work Efficiency
67%
Health and Wellbeing
75%
Skills and Learning
80%
Recent Users
Isabella ChristensenLorem Ipsum is simply… |
11 MAY 12:56 |
RejectApprove | |
Mathilde AndersenLorem Ipsum is simply text of… |
11 MAY 10:35 |
RejectApprove | |
Karla SorensenLorem Ipsum is simply… |
9 MAY 17:38 |
RejectApprove | |
Ida JorgensenLorem Ipsum is simply text of… |
19 MAY 12:56 |
RejectApprove | |
Albert AndersenLorem Ipsum is simply dummy… |
21 July 12:56 |
RejectApprove |


Logs in Database
timestamp
action
label
value
{% for log in logs %}
{{log.timestamp}}
{{log.action}}
{{log.label}}
{{log.value}}
{% endfor %}
Enter details below to add your movie
Timestamp
Action
Label
Value
Submit


Eukaryotic transcription is more complex mainly because of nuclesome that results in chromatin structures which is a general inhibitor for transcription needing activator to overcome this.
Use ATP binding and hydrolysis to slide histone and remove or exchange histone octomers from one DNA to another and they can also change histone sub-units.
They bind to histone octomer and they are double stranded DNA translocase. It is not yet clear how histone exchange or removal is ahcieved by these complexes.
It is known H3 and H2 subunit of histone can be exchanged (various PDB avalible). Usually the seqeunce is different at the N or C terminus. Though the functional effect of such exchange is not well-understood. E.g. H2A.Z is often found in nucleosomes neighboring nucleosome-free regions.
They add molecules to histone. Such as ubiquitin (100 res peptide similar size as histon) or simply acetyl group. Usualy at (+ve group rich) N-terminal tails that pokes out of the DNA strands. Dynamic modification that can occur in reverse too.
Acetylation of lysine and methylation of lysine and arginine, they are Histone acetyltransferase or methyltransferase (HAT and HMT) and histone deacetylase or demethylase (HDAc HDMe). Such enzymes are histone subunit specific and site specific.
Acetylation would cause the lysine to become neutral, methylation locks the residue to stay +ve charged. Heavily acetylation nucleosome cannot form higher order structures that further compact the chromotin.
More commonly, modifications allow other proteins to recongnize the site. Such protein reader complexes includes bromodomains for (acetylation), and many more for methylated sites (presumably becuase methylation do not have any direct effect on the nucleosome structure that acetylation has).
Nucleosomes tend to not bind at G-C OR A-T rich regions. (DNA affect)
=================================================
L7
There are three main RNA polymerases, I (rRNA) transcibes the most RNA but only one type - the ribosomal gene. II(mRNA, PDB 1I50) transcribes the least amount of RNA but makes the most abundant set of genes.
General transcription factors are proteins that bind to promoter sites on DNA
Enhancers can be upstream, downstream, or within the transcribed region (generally in an intron). Enhancers need to be able to make an eRNA to be active. Enhancers encode eRNA which facilitate looping of DNA between the enhancer and promoter, bringing more factors to the promoter that promote transcription.
===================
L8 RNAP interactions with transcription factors
===================
L9
Phosphyrlation on the RNAP activates capping of the messenger RNA. 5’ end allows it to be stable, AAUAA sequence signals polyadenylation initiation (this is after the stop codon). a poly-A tail (~200 nucleotide) is then added to the end.
Phosphorylation of serine 5 of the RNA Pol II CTD recruits capping enzymes. This phosphylation occurs by the transcriptional initiation factor TFIIH. Capping enzymes are thereby targeted to the 5 prime end of nascent (newly made) mRNA. The 5’ cap protects mRNA from exonuclease cleavage and is recognized by
with addition of AMP comes polyA binding protein which regulates the polyA addition length.
Once desired mRNA captured. The RNAP keeps transcribing and only falls off when an exonuclease (RAT1) completely degrades away the uncapped RNA which causes the DNA to reanneal.
#Gene Silencing Not sequence specific involves SIR (silent information regulator) proteins


This library defines Complex input and output signals, as well as partial blocks.
| Name | Description |
|---|---|
| ComplexInput | 'input Complex' as connector |
| ComplexOutput | 'output Complex' as connector |
| ComplexSO | Single Output continuous control block |
| ComplexMO | Multiple Output continuous control block |
| ComplexSISO | Single Input Single Output continuous control block |
| ComplexSI2SO | 2 Single Input / 1 Single Output continuous control block |
| ComplexSIMO | Single Input Multiple Output continuous control block |
| ComplexMISO | Multiple Input Single Output continuous control block |
| ComplexMIMO | Multiple Input Multiple Output continuous control block |
| ComplexMIMOs | Multiple Input Multiple Output continuous control block with same number of inputs and outputs |
| ComplexMI2MO | 2 Multiple Input / Multiple Output continuous control block |
| ComplexSignalSource | Base class for continuous signal source |